/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h
Data structure that stores an instigator and related data, such as positions and targets Games can subclass this structure and add game-specific information It is passed throughout effect execution so it is a great place to track transient information about an execution
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FGameplayEffectContext
TWeakObjectPtr<...
AbilityCDO
The ability CDO that is responsible for this effect context (replicated)
TWeakObjectPtr<...
AbilityInstanceNotReplicated
The ability instance that is responsible for this effect context (NOT replicated)
int32
AbilityLevel
The level this was executed at
TArray<TWeakOb...
Actors
Actors referenced by this context
uint8: 1
bHasWorldOrigin
uint8: 1
bReplicateEffectCauser
True if the Instigator can be replicated. This bool is not replicated itself.
uint8: 1
bReplicateInstigator
True if the Instigator can be replicated. This bool is not replicated itself.
uint8: 1
bReplicateSourceObject
True if the SourceObject can be replicated. This bool is not replicated itself.
TWeakObjectPtr<...
EffectCauser
The physical actor that actually did the damage, can be a weapon or projectile
TSharedPtr<FHi...
HitResult
Trace information - may be nullptr in many cases
TWeakObjectPtr<...
Instigator
Instigator actor, the actor that owns the ability system component
TWeakObjectPtr<...
InstigatorAbilitySystemComponent
The ability system component that's bound to instigator
TWeakObjectPtr<...
SourceObject
Object this effect was created from, can be an actor or static object.
FVector
WorldOrigin
Stored origin, may be invalid if bHasWorldOrigin is false